magnomagus said:
@Skeggy: I'm not sure you understand the huge balance issue this is supposed to fix very well.

Now goblin witch doctors have possibility of two spellcasting of cleansing, and unless opposite hero has Sandro’s Cloak, they’ll cast those two spell if they have chance.

If stronghold T4 gets cleansing and a 26 spellpoints, it can cast cleansing and some other spell, and for every other casting of cleansing T4 needs to sacrifice goblin first, so plenty of time for opponent spells to have its effect.

Where exactly is “huge balance issue”?
If it is in immunity to mind control, then do not give mind control to stronghold T4.
If it is in starting manapool of 26 spellpoints, then leave the starting manapool for stronghold T4 as it is, so they have to sacrifice goblin if they want to cast cleansing in the first place.
If it is in goblin witch doctors having weakening strike then do not give them that ability, instead let them have purge by default.

Where <value> is % that constantly grows with SP. This way it seems that the higher the SP the weaker the spell goes while actually this is the % the creature init is multiplied by.

You can go with something like
"Target initiative is multiplied by <value>%."
or
"Target initiative is modified by <value>%."
You can find the prediction in Text$game$spells$combat$hypnotize$SpellBookPrediction.txt and SpellBookPrediction_Expert.txt
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i love this MOD aswell as Heroes saga overall, but i am in a dire need of your help.. when i installed the mod, editor just somehow went wrong and when i want to edit a map, i am missing all Objects in the editor (Screen: https://puu.sh/yhLst/0b83420bb4.png )
Anyone has any idea what went wrong or how to fix this?
Tried reinstall, didnt help..

magnomagus said:Allright I have nerfed regeneration like the
@AlexAnt: try playing a duel match vs the AI, you will see this is not true at all.

Weekly growth of strong and weak creatures is balanced. But the price due to the deterioration of primary skills to 2.5% should be changed.
Goblin costs 10 gold. Cyclops costs 2900 plus resource. Let's compare one Cyclops and 300 goblins that cost the same. The total health of the goblins is 900. Cyclops 220. The goblin attack on the Cyclops takes an average of 182 health points from the Cyclops. Cyclops strike goblins takes 78 health points. Cyclops need 2 hits to kill a goblins . Goblins need 12 strokes to kill cyclops.

magnomagus said:Allright I have nerfed regeneration like the
@AlexAnt: try playing a duel match vs the AI, you will see this is not true at all.

Weekly growth of strong and weak creatures is balanced. But the price due to the deterioration of primary skills to 2.5% should be changed.
Goblin costs 10 gold. Cyclops costs 2900 plus resource. Let's compare one Cyclops and 300 goblins that cost the same. The total health of the goblins is 900. Cyclops 220. The goblin attack on the Cyclops takes an average of 182 health points from the Cyclops. Cyclops strike goblins takes 78 health points. Cyclops need 2 hits to kill a goblins . Goblins need 12 strokes to kill cyclops.

magnomagus said:Allright I have nerfed regeneration like the
@AlexAnt: try playing a duel match vs the AI, you will see this is not true at all.

Weekly growth of strong and weak creatures is balanced. But the price due to the deterioration of primary skills to 2.5% should be changed.
Goblin costs 10 gold. Cyclops costs 2900 plus resource. Let's compare one Cyclops and 300 goblins that cost the same. The total health of the goblins is 900. Cyclops 220. The goblin attack on the Cyclops takes an average of 182 health points from the Cyclops. Cyclops strike goblins takes 78 health points. Cyclops need 2 hits to kill a goblins . Goblins need 12 strokes to kill cyclops.

Could you explain this again a bit more clear? I believe you have mistaken some numbers. Goblins cannot cause 182 damage to Cyclops with one strike and kill them with 12 hits.

Sorry. 300 goblins can kill one Cyclops with 2 attacks for 182 damage. One Cyclops can kill 300 goblins with 12 strokes on 78 health points.

I suppose it is important to install MMH5.5 by using the default GOG installation path.

There is a installation path in the editor you can see, am not that dumb to not install it into the same folder.. but the thing is, my ToE Editor isnt working either, precisely, it has the same problem.. and it happened kind of randomly, i was rolling RMG maps ingame/utility and when i wanted to edit the map, all the Objects were gone.

I have not done any math but I believe weekly population should be taken in mind.

In one week you get 1 Cyclop and 25 goblins.
Basically the high tier units is more power in a smaller (count) package if the power was equal to small tier units high tier units would be way stronger because of additional benefits they have (stronger abilities, regeneration is more efficient and probably more things).

magnomagus said:@Mortall: this is a TOE issue, not from the
@AlexAnt: NO, goblins cost 20 gold and have 4HP and because of the stats cyclops have ~+70% on durability and damage and greatly superior abilities.

Despite this, 150 goblins need 3 attack, one Cyclops needs 8 hits. With this you need to do something. The choice of high-level creatures should be preferred for the player at a cost.

This is the wrong way to think about it, economy start too suffer from hyper inflation in late game, so making cyclops cheaper will make the game much too easy. the cyclops stack always ends up greatly superior to the goblin stack and the player will have to buy them to win.
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@magno, about T6 upgrades costing a rare resource, Silo producing that resource and T7 costing 2 of another resource... I think there is a good potential of doing something interesting here.

Keep all those changes, AND:

1) Make all the T6 upgrades significantly better than the non-upgraded parts. I'm talking like ~1.5x better in terms of stats. On top of the 1x resource cost for the upgraded units, also make the upgrade building be costlier and particularly ask more of that rare resource (that the Silo is providing).

2) Make all T7 units significantly better than what they are now. Similarly, I'm thinking ~1.5x times better in stats. Keep the building costs the same (don't lower). Base creatures should cost 2x rare resource and upgraded ones should cost 3x. Gold cost can be increased a little as well but this is less consequential.

The rationale behind these is that now T7 rare resources will not come from the Silo, and (with the cost being further increased to 2x and 3x) T7 will be less accessible and more exotic in early to mid game. Only in late game you will be able to afford them, and only if you've been successful in conquering the adventure map thus far.

In the meantime, T6 upgrades will serve as supercharged units for which you have to think about economics. They will be easier to access, thanks to the Silo.

These changes will effectively increase the variations in game strategy. It would almost mean having yet another tier between 6 and 7

Please give it a hard thought before dismissing (if you're so inclined). This would definitely make the gameplay more interesting